RiftCoaster has been downloaded 20,000+ times. Because of the high demand, I had to switch to a new download link: https://mega.co.nz/#!MRI1Da7D!YSRtoVW861rb_bUMhhAe1QYbGrcOHTOBm6VBaqVP8j8-----------I've heard a lot of talk about roller coaster simulations for the rift, but as far as I can tell, nobody has actually tried it. I needed a little starter project to me get up to speed in UDK. So I basically took the epic citadel and plopped a little roller coaster on it. Nothing fancy. Just a proof of concept.

The only problem is I don't actually have a rift yet. So I am hoping that someone with a rift can try it out and tell me if it works.

Thanks for helping! Hope it doesn't make you puke.

[EDIT] Added sound Removed birds

Last edited by boone188 on Tue Sep 03, 2013 2:18 pm, edited 3 times in total.

This was a blast, the sense of vertigo at the first drop was killer, and the surprise near the end... SWEET!

One thing, when it started it did not start in 3D with HMDWarp on - I had to adjust that in the console. Do you have it set in your config files?

Having the roller coaster ride all through epic citadel is also wonderful - there is so much to look at while you ride. Makes it feel like a medieval amusement park.Wow, I feel like I just got off a roller coaster and I didn't leave my chair. Awesome job!

Thanks Cymatic! I'm glad you enjoyed it. It's kind of hard to build something without ever being able to see it and test it yourself. I tried to do the needful in the config files, but I guess I missed something. What did you have to change?

Do you think I should expand on this concept? Bigger, better, coasters? Do you think thrill rides will be better, or maybe moody dark rides (Pirates of the Caribbean)?

That is awesome, when the roller coaster bottoms out after the first drop I could almost feel it in my stomach, like a real roller coaster. I found myself leaning around the turns. I really works well with the Rift.You just need the roller coaster wheel clacking sound.

I also just edited the BaseEngine.ini Engine.Stereo3D to True so I didn't have to do it through the console.

That is awesome, when the roller coaster bottoms out after the first drop I could almost feel it in my stomach, like a real roller coaster. I found myself leaning around the turns. I really works well with the Rift.You just need the roller coaster wheel clacking sound.

I definitely plan on adding the clacking sound, and wind. I also need to make a real car. It was just easy grabbing the pre-existing cart. Is it weird being a disembodied head? I want to add a body as well.

I also just edited the BaseEngine.ini Engine.Stereo3D to True so I didn't have to do it through the console.[/quote]Thanks. I can make that the default.

Hi boone, that looks great even without a Rift.Maybe you can check out the demo of NoLimits Rollercoaster to get more inspirations?

I'm a big fan of NoLimits. If Rift support was added for NoLimits I would be sooo happy. Since people seem to enjoy this, I will make some more fleshed-out coasters. I haven't even tried a loop or barrel roll yet!

None, just the pleasant light-headedness that has been typical of cool Rift experiences lately. XD

boone188 wrote:

Thanks Cymatic! I'm glad you enjoyed it. It's kind of hard to build something without ever being able to see it and test it yourself. I tried to do the needful in the config files, but I guess I missed something. What did you have to change?

Do you think I should expand on this concept? Bigger, better, coasters? Do you think thrill rides will be better, or maybe moody dark rides (Pirates of the Caribbean)?

Yes, expand on this. Everyone is right regarding the sound - I want to hear the click-clack going up the hill, and the awesome sounds as you get whipped around!

Go full theme park with this. The sky is the limit - A dragon could land on the track and "eat" you, or break a section of the track for a surprise jump. XD

As for the config file, I would recommend:

ften wrote:

I also just edited the BaseEngine.ini Engine.Stereo3D to True so I didn't have to do it through the console.

The console commands I used were stereo3D on and hmdwarp on.

Mystify wrote:

How does it compare to a real roller coaster? /skeptical

Its all in your head! It can't compare to being physically whipped around, but if I experienced this on a motion platform I would have a hard time telling the difference. Significant vertigo at the top of the first drop though, for sure!

This sounds like a great result from what you guys are saying - a sense of vertigo, and feeling yourself lean around corners. I wasn't expecting this. I was thinking you'd need some kind of hardware to move your body around like the Simpsons ride at Universal.

It's cool that you get the feeling of being on a rollercoaster with the Rift alone.

For some reason the hmdwarp shader refuses to activate, it takes the command just fine. there's just no visual difference while in any of the standard udk levels you see the barrel distortion instantly. However even without the proper distortion WHOHA! THAT WAS FUN!!

But the FoV is not correct, so things do not move quite right when I rotate my head.

And for some reason it takes away control and rotates me 180-degrees, like at the top of the climb just after turning the corner...

And those birds flying around up in the sky are only in the left eye view, not the right eye.

But it is fun even so, although taking away head control is a bad thing for demoing this to non-VR people...

It is a GREAT work in progress. Please keep us posted!

EDIT: I just tried running it again with my Rift not connected, and those commands are not "recognized", so this game must rely on the RiftDK EDID (monitor identification) information.

I believe you can use the "fov 110" command to change the fov. Or you can modify it within UDKEngine.ini (I should make this the default).

Right now your view is always relative to the cart. If your head it turned to the right, you should be looking to the right of the cart. I know that taking control of the users view goes against the first commandment of VR, but it's just how a roller coaster works. I am definitely open to suggestions though.

I can see that your solution prevents the potential risk of a roller coaster going in circles causing strangulation from the RiftDK (and headphone) cables wrapping around your neck...

But it is still jarring to lose control like that without vestibular feedback when the coaster turns, not under your own control. Perhaps this experience teaches us that we need gradual turns, when not from user-controlled steering.

For some reason the hmdwarp shader refuses to activate, it takes the command just fine. there's just no visual difference while in any of the standard udk levels you see the barrel distortion instantly. However even without the proper distortion WHOHA! THAT WAS FUN!!

No warping for me either.I did have a go around a few times, to this forum, and then back on the coaster again before I even noticed something was a little odd. It really didn't distract too much.It's going to be one of the highlights of my demo material tomorrow

No warping for me either.I did have a go around a few times, to this forum, and then back on the coaster again before I even noticed something was a little odd. It really didn't distract too much.It's going to be one of the highlights of my demo material tomorrow

For some reason the hmdwarp shader refuses to activate, it takes the command just fine. there's just no visual difference while in any of the standard udk levels you see the barrel distortion instantly. However even without the proper distortion WHOHA! THAT WAS FUN!!

+1 to all those sentiments!

The only thing worse than having to wait for the rift: needing to debug a feature that is only enabled by plugging in the rift, and not having access to the code!

If I can figure out what is going on I will definitely get it fixed asap. If you want to help debugging, here is the first thing I would do:

- Open \UDK\UDK-2013-03\UDKGame\Config\UDKEngine.ini- Copy everything below [Engine.Engine] into \UDK\RiftCoaster\UDKGame\Config\UDKEngine.ini- Copy all the other .ini files from \UDK\UDK-2013-03\UDKGame\Config to \UDK\RiftCoaster\UDKGame\Config

It was fun even though warp is not on. Stereo seemed to be off a bit too. The birds in the distance looked weird. Great job so far. Did you use the Oculus UDK? I wasn't sure if there is a special UDK for Oculus.

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